We meet with members of the Ubisoft Montpellier development team and enjoy a long demonstration of The Adventures of Tintin.
After our brief look at The Adventures of Tintin at Ubisoft 's press conference yesterday, today we had the opportunity to make a presentation of the attending members of the Ubisoft Montpellier development team. Preceded by a short video introduction by film directors Steven Spielberg and Peter Jackson, including the presentation of four different action sequences, all of which were shown in 3D.
The first sequence, titled "Fight Allan" for the purpose of the presentation was, trying Tim, a small group of enemies on board Captain Haddock 's ship, the Karaboudjan outwit. Mainly as a 2D side-scrolling platformer played, but with some excellent cinematic camera angles, in spots, this sequence also Tintin required to engage in some cartoonish fight. Oscillate as a hook to the fore made great use of 3D glasses we wore, Tim sneaked behind an enemy and incapacitate him from behind (yellow stars circling the enemy 's head as he let lie unconscious for us to know that he wasn 't dead) before dealing with another enemy, by sending a large pot upside down. Next up was a boss battle of species to Allan, the Terrible. Played on the same side of the perspective that most of the game seems to be fighting this Tintin was sent jumping between the platforms, while around one relatively small area is being pursued. To defeat deadly agents with Allan, Tintin had to collect bananas from all over the plane and then they throw in Allan 's way, so that he' d them to slip and slide straight into a wall eventually.
"Trouble in the Water" was shown the most impressive sequence. In her Karaboudjan was taking on water, and after a rapid sequence, in which Tintin and Haddock on the screen ran on the run from water flooding into the aisles, she took the camera 's normal position. As the pair continued their flight, the ship began to list quickly and landed in a near vertical position to remind Titanic . Was hung inside the ship, ladders railing on the ceiling, hallways were vertical wells, and wooden crates floating on the surface of the rising water served as a makeshift escalators. The entire process was contained hectic from start to finish, thanks in part to visual accents, the sparks from the ship 's electrical system and the impressive nature of the turbulent water.
Next we were given an extended look at the "on the same page" motorcycle sequence, while Ubisoft 's press conference was shown. This sequence, first saw the player, such as Tintin, the control of the motorcycle while Haddock sat in the sidecar with Nahsch?sse at enemies in front of them, the bombs were. Haddock didn 't seem to have a very good shot and so after some amusing banter, the couple decided to exchange for positions. With Haddock in the driver 's seat, Tintin was free to participate in some rail-shooter action, targeting enemies on motorcycles and even a helicopter.
The final sequence, called "In Time to \ join" wasn 't from the story mode, but completely separate from the cooperative mode assumed. This puzzle requires the two-level players, as Tim Haddock and to work together and use their character 'unique abilities to reach an exit. Tintin had a grappling hook to reach the high platforms, while Haddock was able to use his brute strength to destroy certain obstacles. Additionally, both characters have been transformed into a position in dogs when they through special gates in the plane, which caused some confusion in the presentation, until it was explained that the co-op levels are all on the basis of dreams , Captain Haddock is alleged to be passed.
The Adventures of Tintin: The Game is currently set for release in Europe and North America in October scheduled for December. We look forward to more information about the game, when we 're able to get our hands on a version of it.
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